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Posted

Cashed...it's promising !! 

In my side, I think I'll ask for a playtest soon...I'm still testing some things with the layout but this will be my next map ; "de_arizona" (and it won't be a remake of the old one from cs1.6).

 

seqQvxplrB73qehAvf3Gqy-znYCiGNUANsxcNoWK

 

Your image link is broken mate

Posted (edited)

 

Cashed...it's promising !! 

In my side, I think I'll ask for a playtest soon...I'm still testing some things with the layout but this will be my next map ; "de_arizona" (and it won't be a remake of the old one from cs1.6).

 

jtkWfLm.jpg?1

 

Your image link is broken mate

 

 

Ow, is it better ? Thanks :)

Edited by El Moroes
Posted

 

 

Cashed...it's promising !! 

In my side, I think I'll ask for a playtest soon...I'm still testing some things with the layout but this will be my next map ; "de_arizona" (and it won't be a remake of the old one from cs1.6).

 

jtkWfLm.jpg?1

 

Your image link is broken mate

 

 

Ow, is it better ? Thanks :)

 

 

I like your layout, but to be completely honest, it's a bit over-simple. It doesn't do anything wrong necessarily, but it's a bit boring because of the rotation spots at the top of the map for CTs, which are simple corridors really obviously lacking in any sort of interesting geometry, gimmicks or variety. I don't see any doors or ladders that would also add some interest to the very simple layout, although without more careful routes not even those would help much. I think the level would lose appeal after a couple of playthroughs without some more interest for players. Look at maps like Inferno for some ideas of how to add interesting elements to a simple layout, right now this one looks like it's doing the bare minimum.

 

What about windows overlooking corridors? Ladders into certain areas? Vents which you can break and hop out of. Catwalks, so two areas of elevation right next to one another. Interesting use of crates throughout the level. Boost spots and one-way areas. Doors which players can use to execute fakes and deny CT's strategic information. Etc etc etc. Simple angles will become boring.

Posted

 

 

 

Cashed...it's promising !! 

In my side, I think I'll ask for a playtest soon...I'm still testing some things with the layout but this will be my next map ; "de_arizona" (and it won't be a remake of the old one from cs1.6).

 

jtkWfLm.jpg?1

 

Your image link is broken mate

 

 

Ow, is it better ? Thanks :)

 

 

I like your layout, but to be completely honest, it's a bit over-simple. It doesn't do anything wrong necessarily, but it's a bit boring because of the rotation spots at the top of the map for CTs, which are simple corridors really obviously lacking in any sort of interesting geometry, gimmicks or variety. I don't see any doors or ladders that would also add some interest to the very simple layout, although without more careful routes not even those would help much. I think the level would lose appeal after a couple of playthroughs without some more interest for players. Look at maps like Inferno for some ideas of how to add interesting elements to a simple layout, right now this one looks like it's doing the bare minimum.

 

 

I agree with you, this is a very alpha layout with just the big axes, now what you said is on my to do list ;) hehe  

Posted (edited)

Hi guys, this is my first post here :)
I want to get some feedback on my layout.
TT spawn is on the left side and CT is on the right side.
lgmEk01.jpg

Edited by LizardPL

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